Announcement

Collapse
No announcement yet.

RPGM4 Wishlist

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #61
    Re: RPGM4 Wishlist

    So why is GamePro not to be trusted? Is it because they sit in a dark room and the only light that is provided is from their computer moniters, mean while they have their faces planted up against the computer screen typing away while saying almost in a chant they wish their lives didn't bite? Is that why what they say can't be trusted? I thought most of us are like.
    Twothorp was in immense pain. The blisters did not care.

    Comment


      #62
      Re: RPGM4 Wishlist

      Originally posted by Crimson Knight View Post
      If it goes to the DS, that'll be the end of it.
      Actually, I think that a RPGM on a DS would be a neat idea. I could work on a game anytime I'm out somewhere doing nothing important. Handheld might be the best place for it. The rest of the series reminds me of something that you would play on GBA or DS.
      I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475

      Comment


        #63
        Re: RPGM4 Wishlist

        DS game cards are definately bigger than what GamePro says. The official amount is 1Gb.
        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

        Comment


          #64
          Re: RPGM4 Wishlist

          It currently supports cards up to 1 gigabit[10] in size
          http://en.wikipedia.org/wiki/Nintendo_DS

          Comment


            #65
            Re: RPGM4 Wishlist

            Granted, but before NP changed their mag they used to have how much memory DS and GBA carts took up and the hightist I'd seen DS carts go was 256 MBs. Although this was from two years ago, so things probably have changed.
            Twothorp was in immense pain. The blisters did not care.

            Comment


              #66
              Re: RPGM4 Wishlist

              1 gigabit is not the same as a gigabyte. it's 128 Megabytes. although this really doesnt mean a lot, as RPG Maker 1 used a mere 30 MB of the disc it was on.

              So why is GamePro not to be trusted?
              Because they've been caught making stuff up through the years by various game companies, and just generally are uninformed about everything in video games, such as referring to the Megaman X character Zero as a dog. They are essentially Video Game Posers.
              Last edited by Valkysas; 12-19-2006, 12:31 AM.



              Comment


                #67
                Re: RPGM4 Wishlist

                Well that explains a lot. Thanks Valk!
                Twothorp was in immense pain. The blisters did not care.

                Comment


                  #68
                  Re: RPGM4 Wishlist

                  I didn't want to break his heart any more, so thanks for sharing that, Valk.

                  Plus, and I do not know how old you are, Vock, but I read one issue of GamePro, and I'll never read it again. It seems to be written for 11 year olds. I know a lot of people on these boards dislike all video game magazines, but at least EGM and Game Informer seem to be written for someone at least out of his teens.

                  Comment


                    #69
                    Knowing full well that I'd be castigated for saying "teh power of 2 AND teh ease ov 3!!" (and knowing full well that would be almost impossible to pull off anyhow), here are a few things I'd like to see on the next console version of RPG Maker. Most of these are under the assumption that it would be a lot like RPGM3; I know that's a dicey assumption but I think that with some changes, it could be a great version to base this one off of. I'd love to get some feedback on these ideas.



                    EDITOR-SPECIFIC / INTERFACE WISHLIST

                    *Allow ANYTHING to be copied and "pasted." Also, allow any amount of an event code to be copied to a clipboard to be used outside of that event.

                    *Ability, as the creator, to rearrange the button scheme, and also the ability to map unused buttons to running a script.

                    *A Data Merge feature which would add the entire database of one file to that of another file--which would be immesely helpful in team projects. Where two maps/items/etc. are exactly the same, the Merged file would contain just one copy of it; if there are any differences, both versions will appear in the Merged file and presumably the creator would delete the obsolete one.

                    *Instead of Day and Night codes, allow for use of "Time of Day," "Season," or "Weather" as checkable parameters in Value-Conditional branches.

                    *More organization options for the creator, specifically the ability to manually rearrange their database.

                    *Optional Password Protection for access to the editor, allowing for up to 3 passwords (creator can set to "need all three," "need any of the three," etc.). If feasible, a "Guest Mode" command in the game which unlocks (for that player only) open access to the editor but not to the passwords would be really neat (this would make it easier, for example, to let Jugem give players the Editor Reward for earning a certain score in his Tetris game, without having the password be shared with everybody).

                    *No numerical limits on ANYTHING, including code length, quantity of events, skills per character, quantity of items, quantity of people, size of a field, etc. If slowdown would be a problem, a "slowdown meter" in Edit Mode would be appreciated. The only thing that should limit how much of something you can create should be the amount of total memory you work with.

                    *Speaking of which, total memory should not be limited by "slots." You should be able to use the whole of whatever memory is on your card or hard drive or whatever.

                    *Ability to name your variables, for use in the Editor.

                    *A more fully-fleshed out Help System which shows a quick context-sensitive tutorial upon the Creator pressing the "Help" button (probably 'Start') at most screens in the Editor. For example, pushing the Help button at a Value-Condition Branch screen would show a tutorial which (through text as well as automated actions) explains how to reference Variables or other Values in a Conditional Branch as well as gives an example of using a Branch and showing the results that would occur if the Variable in question took a certain value.

                    *Better documentation for Default Formulas such as Damage Dealing, so people don't need to wonder why enemies' attacks aren't doing any damage or never hit.



                    CONTENT CREATION WISHLIST

                    *Obvious changes to the way Field Maps, Towns, and Dungeon maps are defined. Examples would include being able to make an outdoor setting (no ceiling; outdoorsy-looking "walls") in the Dungeon Editor, have Random Battles on Fields, and allowing the Field-style representations of towns and dungeons (and other fields!) to be placed in towns and dungeons as well.

                    *If the "field editor" from RM3 makes a return, it should be upgraded with the feature of placing points and giving each a specific elevation, allowing the game to fill in a polygonal (or other custom shape) area to meet those elevations. In addition, you should be able to choose the smoothness or sharpness with which it creates the slopes. This would allow easy and precise creation of features such as dramatic cliffs, or expansive and flat plains 1ft. above (walkable) sea level.

                    *Building interiors should be done in a blank-slate style similar to RPGM2, with the exception that they need not be done block-by-block, but rather via a general outline made by the creator and a "wallpaper" option to quickly decorate the walls. I suppose a lot of default building interiors would be fine for those who don't want to mess with this. What would be neat is a tool that traces the outline of the building for you and allows you to place it in a town/field/dungeon by choosing a "height" or "3D shape" and "general exterior look" from a moderately-sized list.

                    *No default objects such as trees, buildings, or castles in new towns.

                    *Ability for the creator to take and save screenshots during a test play that can be used as a splash screen (via event scripting) anywhere in the game.



                    SCRIPTING WISHLIST

                    *The ability to make the use of an instanced item trigger an event script (a la Disgaea 2's cell phones, Star Ocean 2's Jack-in-the-Box, or the Collectors' Books you might find in Dark Cloud, Tales Series, etc.)

                    *Bring back and expand the If/While loops, Mathematical Operations, etc., from RPGM2.

                    *"Global Events," which are activated if a certain condition is met, no matter what map you are on.

                    *I'd love to see an "Instantiate" event command (which would normally be used for spawning enemies or creating projectiles) as well as an "On Collision With" event condition (which triggers an event if the entity touches a specified other entity). I know I'm pushing it a bit with this one, but it would be enormously helpful in creating very simple Action RPGs and cool minigames.

                    *Change "Bring up the Save Game screen" from a complete Event into an Event Command, thus allowing creators to make custom save points (a la many recent Final Fantasies, etc.). Furthermore, if technically possible, add "Game Saved" Conditional Branches which are based on what the Player did last time she was at a save point: it could branch up to 4 ways with options for Did Not Save, Overwrote a Saved Game, Saved in a Different File, and Saved in General (a catch-all for if a player Overwrites, Saves in a Diff. File, or does both, in order to make things simpler).

                    *Several additions to event commands and conditions:
                    • Random Number Generation
                    • Eight-way variable branches (six-way at the very least)
                    • Ability to insert the value of any variable into text as well as any value the creator is supposed to input (such as how much gold to give the party)
                    • A "text input" command to either check against to run a script (e.g., if the player types '382' or '382 stones,' run the 'correct' script) or store as a String Variable (useful for custom names and such). The option to allow "close matches" except for numbers would be absolutely awesome.
                    • A "skip next display refresh" display command
                    • Many more allowable conditions to check against, such as ones found in RPGM1 (has X gold, has an instanced item, has Y character in party) as well as some new ones (has talked to X, has won Y battle, has set foot in dungeon Z, etc.). This should probably also apply to branches, not just "page conditions" or "mode conditions."
                    • A condition for events to execute On Level Up. An extra option would be available when you choose a character to affect via an event--"Character X." Character X represents whichever character just Leveled Up.
                    • A condition for events to execute when the player presses a specific button or combination of buttons.




                    BATTLE WISHLIST

                    *The ability to make actions in battle and usage of items change variables, flags, modes, etc. Also, the ability to allow events to take place under specific conditions in specific battles (a boss character says something and powers up once you've depleted half his HP), attached to a certain monster (Goblin will turn into Super Goblin after his first turn) or all battles (each character regenerates 5MP when their turn comes up, or a character's ability only becomes available after the fifth turn of any battle). One imporant script that could be run would be to end the battle after a certain number of turns, called a "draw" by the system for the purpose of battle-result script branches. Along with this, a way to check who killed an enemy or character (for use in On-Death intra-battle scripts) and then do something to that character or enemy would be awesome.

                    *Editor's choice of battle system between pure turn-based system, faux-ATB system (a la RPGM3), or true ATB system (a la FF7-9). While a simple tactical-battle system would be absolutely amazing, I'm guessing it would just be too much work for too little benefit to add into a game like this.

                    *There should be a battle ability which summons allies to fight alongside you for the duration of the battles--usable by characters and monsters alike.

                    *Far more status conditions in battle (confusion, skill lock, heavy poison, stacking stat loss, berserk, and so much more...), and a Condition Editor (which may be made unnecessary if in-battle scripting is powerful enough) as well as the opportunity to attack/cast friend OR foe.

                    *Make the ability system far more flexible than in 3. For example, you should be able to add any number of effects (positive, negative, or BOTH) to a spell. You should be able to make a healing spell that heals all nearby allies and cures all their conditions, but lowers their magic defense. Hell, you should be able to cast that same spell on an enemy, too.

                    *Each spell/skill should have an optional "accuracy" rating that modifies how likely it is to work on a friend, and how likely it is to work on a foe.

                    *Get rid of the four ally and four enemy limit. If a limit is necessary for graphical reasons, eight allies and twelve enemies seems more reasonable.



                    AESTHETICS WISHLIST

                    *Ability to show any value onscreen or in dialogue--this would most often be used with statistics like Gold or current or maximum Hit Points but might also show a variable's value or something completely different. Furthermore, the ability to simply show any variable or statistic onscreen as a gauge--which would most often be used for HP, MP, EXP, etc., but could also be used to "graph" a player's stats as compared to a customized maximum value or do other cool stuff.

                    *Include a "Theater Editor" which would allow the creator to create customized static backgrounds for use in Storyteller scenes, using 2-d models of (resizable and recolorable) objects, characters, and effects.

                    *A simple music maker, along the lines of what was available in Mario Paint but with more base sounds and the ability to adjust each one in more specific ways than just pitch.

                    *More default music. Perhaps keep it mostly to simpler instruments than were used in 3, in order to widen the appeal and versatility of each one.

                    *At least 75 models for maps & battles, and the ability to change the color of each general body area (like in 2) as well as the ability to choose whether or not certain details are present. Storyteller/dialogue models should closely resemble the (presumably) 3D models (2 or 3 different looks for each character, with five to seven emotions for each would be appreciated). Yes, this means close to 1000 total storyteller models, but RPGM3 has about 300 and drawing a character in several different emotional states shouldn't be too hard.

                    *At least 24 different terrain textures (a few reflective surfaces would be nifty), as well as more control over the specifics of the sky. Also, the ability of the creator to decide what terrain types should be "walkable." For that matter, any type of terrain should be available to create anywhere, including water in high areas (think of lakes atop plateaus, for example).

                    *Let's get some really sweet graphics and effects for water--easier said than done, of course, but if a game like Civilization IV can make water look good, we should be able to as well! =) And we all know how cool an effect like a swirl of mist, waterfall, or river rapids would be.

                    *15 to 20 different "horizon" panoramas that can be used (RPGM3 allowed one horizon option--a set of mountains for the World maps)

                    *Many, many more event/decorative object models. I know this is simple to suggest, but it's absolutely necessary. There should be a few from each "theme" a player would want, as well as a lot of generic-type "modern" objects that could fit into almost any setting.

                    *Ability to resize and recolor objects and events. If I remember correctly, this was available in RPGM2.

                    *Ability to add fog (and similar effects) to specific parts of maps/dungeons.

                    *Allow text to appear onscreen all at once rather than one letter at a time, and also include more options for the aesthetics and colors of text boxes.

                    *Allow for up to six (if not unlimited) text fields for each item, skill, character, etc.--in their "status" screens on the menu. The creator could use the same fields for all items, for all skills, etc., or could customize which fields are used for an individual item--or could design "templates"--sets of text fields used for all instances of a certain class of items, skills, characters, etc., that meet a certain criteria (e.g. show certain fields for all Treasures, or for all Skills that cause Status Effects). These fields should be changeable within gameplay via event scripting.



                    MISCELLANEOUS WISHLIST

                    *Add support for the 2nd controller. By default, things would take place when the first controller was used, but there should be an option within the event scripting to make something happen when either controller is pressed, or to only take place is the second controller is interacted with.

                    *The creator should have the ability to change how fast the time-of-day cycle moves through event commands, as well as temporarily stop and re-start the passing of time via event commands.

                    *Option for the creator to re-map the player's pressing of buttons or combinations of buttons to normal gameplay functions (such as walking or opening up the normal Party screen) or to activating local or global events. RPGM4 would also have a default control scheme if the creator doesn't want to mess with it.

                    *Similarly, a Custom Menu Editor which allows the creator to edit the game's menu system using simple commands, text fields, and event scripting. Menu Options should be able to be added or removed in-game via event scripting.

                    *Ability for the *player* to organize her characters' skill lists.

                    *Remove the ability for the Player to save anywhere while on an outdoors map (or any map)--if the Creator wants the player to be able to save anywhere, she can implement it via a Custom Menu with a Save Game event command.

                    *Ability for the Player to Soft-Save his game anywhere (with the option for the Creator to disable Soft Saving).

                    *Better NPC "walking" behavior (such as "follows player," "follows another NPC," "random walk," or "you program a repetitive circuit," as well as a somewhat adjustable "Line of Sight" for NPCs and a "Sight" activation condition (to go along with Button, Touch, Auto, etc.)

                    *Add the option to not make the player press a button to cycle through Storyteller-type dialogue.

                    *Allow the creator to decide the maximum party size, and also allow for a "bench" of party members that you can select on the menu but don't appear in battle (similar to Final Fantasy, Tales Series, or most other RPGs).

                    *Allow far more flexibility for the creator to change the in-game item management:
                    • The creator should be able to determine each character's inventory maximum
                    • The creator should be able to choose whether a "Bag" can be used (to hold a large number of items that won't be available in battle)
                    • The creator should be able to choose whether or not to use Character Inventories at all (as opposed to a Party Inventory which any character can use an item from)
                    • The creator should be able to set "encumbrance" values for items so that some items (broadsword, dressed animal) take up more space than others (dagger, diamond ring)
                    • The creator should be able to choose whether Items of the same type can stack, and up to what level (for example, up to 10 Red Herbs occupy one spot in a Character Inventory).
                    Last edited by Wavelength; 10-07-2008, 01:30 PM. Reason: Added some new ideas on 10/07/08; they're shown in gold text instead of orange.


                    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                    "I live and love in God's peculiar light." - Michelangelo

                    Comment


                      #70
                      Re: RPGM4 Wishlist

                      Yeah, Wave, I've chewed out newbies for power of 2 ease of 3 statements plenty of times.
                      Thats a pretty good list, although I don't know why you hate day night code. I love it! I just wish they had morning/afternoon/evening/night codes, because it's annoying when time changes and character codes aren't nice and clear cut.
                      Last edited by hitogoroshi; 12-19-2006, 08:04 PM.

                      Comment


                        #71
                        Re: RPGM4 Wishlist

                        Originally posted by hitogoroshi View Post
                        Yeah, Wave, I've chewed out newbies for power of 3 ease of 2 statements plenty of times.
                        Thats a pretty good list, although I don't know why you hate day night code. I love it! I just wish they had morning/afternoon/evening/night codes, because it's annoying when time changes and character codes aren't nice and clear cut.
                        Thanks!! Well, the reason I don't like the Day/Night code is because for the most part, you'd want the NPC to do the same thing, and I'm not sure but I'd guess that having to "duplicate" it may take up more memory (I have not tested that), aside from being annoying.

                        If anything, it would be a good idea to axe the Day/Night CODES, but include customizable Time-of-Day event branches, to accomodate what you were hoping for and allow a bit more flexibility in using it--while also affording creators the option to not worry at all about coding for different times of day if they prefer not to.

                        EDIT: As of 1/26, my list has been amended as such.
                        Last edited by Wavelength; 01-27-2007, 06:46 AM.


                        How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                        "I live and love in God's peculiar light." - Michelangelo

                        Comment


                          #72
                          Re: RPGM4 Wishlist

                          I know RPGM2.5 isn't happening, but I'm gonna use RPGM2 as the basis for this, anyway.

                          Take RPGM2.

                          Change the graphics to a more realistic style. Not so realistic that we can't have anime-style outtakes, but not so cartoony that serious stories can't be taken seriously. Somewhere in between RPGM2's and RPGM3's styles.

                          Give us full analog control. Not like RPGM3 where we constantly see the character's back and have to use multiple buttons to move.

                          Bring back the Anime Maker. We could use stuff we created in it in the VFX editor, as textures for objects, portraits, backgrounds for storytellers or parallax scrolling, or even as 2D sprites if we wanted. And try to allow us to display more than one custom picture at once.

                          Take the VFX editor, and give us coordinates. Along with that, how about the ability to "snap" together parts of a VFX editor. This way, if you attack a slash effect to a sword, the slash effect will automatically copy the movements of the sword. We can also lock certain aspects of attactched pieces, like keeping its X/Y/Z coordinates, or keeping its tilt and turn despite what the object it's attatched to does. And, maybe an option that stretches and squishes a locked piece when the object it's attatched to moves to and from it.

                          Try to make it so we can have more happen onscreen without causing slowdown.

                          Would a music editor be too much to ask? Give us some more instruments to work with while you're at it. Especially brass instruments.

                          The ability to transfer data from one game file to another, by saving data in their own file. Example, if you wanted to transfer the song "Oh I Want a Music Editor" from Fantasy Quest to Final Dragon, you'd copy it into its own small file in Fantasy Quest, and load up Final Dragon and import it.

                          Along with the camera options RPGM2 already has, give us the ability to tilt the angle of the camera even to the point where the camera sits upside-down, and the ability to lock the camera into a position either completely static or focusing on the player or specified point. In fact, we need the ability to move the camera on its own. Give the camera free analog control for the player, as well.

                          Widescreen support.

                          This is more RPGM3-related, but don't give us any map editor that's trial and error again. Allow those who want to do quick jobs to do quick jobs, but allow those who want more precise measurements to make those more precise measurements.

                          The storyteller mode in RPGM3 was nice. Give it to us again, but this time, try to match up the storyteller portraits with the character models. And give each one a set of emotions, too. And give monsters their own portraits as well.

                          Speaking of monsters, we really need to be able to use monster models outside the battle system, even as party members if we wanted. And not just a few of the monsters, all of the monsters should be useable outside the battle system. Let us use all character models in battles as well. Make the battles third-person while you're at it.

                          Allow us to display variables and text strings in any text message type. Give us scrolling text that can extend many lines beyond the bottom of the screen.

                          Allow the developer and player to choose and alter a button configuration.

                          All those special variables, flags, and inputs that were in RPGM2, like Button Input and Display Menu? We need those back.

                          Simplify item and spell creation a bit. Instead of having everything about them determined by a script, just give us tabs to choose how many points they give or take to various stats and a tab to choose what VFX is used, and a script option for those who want something more special to happen, along with the usual options to determine how consumable it is and whether it can be used in/out of battle.

                          Same thing with status effects. Let us use tabs to choose if the status effect affects character movement, whether it depletes or restores stats by what amount, whether the player character is considered defeated when inflicted, and a script option for those who want something special to happen.

                          A staff credits option for the ends of our games, like we had in RPGM1. Give us a couple different ways for the credits to be displayed. Allow us to display a specific staff position (such as displaying only the Graphic Designer) as well, like if we wanted to display credits at varying intervals during and opening or ending cutscene.

                          Allow us more memory. Memory should be big enough on consoles now so that we can use at least half a memory card for storage.

                          Higher max stats for monsters and party members. Allow monsters to have more than 9999 HP and party members to have more than 999 HP, and allow us to cause more than 1000 damage should we have the proper stats and equipment or spells or spell enhancements.

                          A farther horizon for maps. At least twice as far as it is in RPGM2.

                          Give us a decent set of battle backdrops. Or even allow us to make our own. Let us choose which ones are used where, even for random battles.

                          Give all characters the same large set of animations, like in RPGM3.

                          Allow us to set light sources, like if we put a torch on the wall of a dark cave, or if a torch is being held by a character, or if a character or monster is on fire, or if there's lava, etc..

                          Give us a timer. Along with that, take the day/night feature and make it global instead of on indifidual maps.

                          Allow the use of global scripts, like in the PC RPGMs.

                          Allow us to give the player the ability to load their save files from within the game itself.

                          All script commands should be useable at any time, no matter how the script is being used.

                          Allow us to use more custom-made buildings on a map.

                          We need the ability to create natural bridges and cave entrances on maps, along with waterfalls.

                          Allow events to move while floating over the ground. When using a script to move an event or party member down, give us a "land on ground" option that moves the object down until it lands.

                          Can we have a few screen-distorting effects, for places like deserts or underwater maps, or for warp and teleport effects?


                          That's all I can think of for now.
                          "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                          Comment


                            #73
                            Re: RPGM4 Wishlist

                            Originally posted by hitogoroshi View Post
                            Yeah, Wave, I've chewed out newbies for power of 3 ease of 2 statements plenty of times.
                            I think you got your numbers mixed up.

                            Comment


                              #74
                              Re: RPGM4 Wishlist

                              Originally posted by Valkysas View Post
                              ...as RPG Maker 1 used a mere 30 MB of the disc it was on.
                              Think of all that wasted space that could have been used for pre-made worlds/towns/characters/items/etc...

                              Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                              Comment


                                #75
                                Re: RPGM4 Wishlist

                                Originally posted by JPS Innovations View Post
                                Just curious, if RPGM4 was released on either the PS2 or PS3, what would you want incorporated into the game?
                                I'd like for it to have the user-friendly interface of RPG Maker 3, the graphical prowess of a Square Enix RPG, and few (if any) limitations that would otherwise hinder potential game aspirations.

                                Comment

                                Working...
                                X